THE MELT — Print & Play

Print this document at 100% scale. Each card is poker-sized (2.5×3.5 in). Cut along borders, sleeve with a playing card back.

Total: ~225 cards • 4-player max configuration

Assembly Instructions

What You Need

How to Build

Quick Card Count by Player Count

Tip: Print only the pages you need. Each page is labeled with its section. Chronicles and Events are always needed regardless of player count.

Starting Deck — Print N Copies (One Per Player)
Each player gets: 7 Farmhand, 4 Ice Cutter, 3 Snow Shovel, 1 Apprentice = 15 cards
Frozen
Farmhand
Worker
+1 Crown
Melted
Crew Quarters
Worker
+1 Crown/turn
×7
Frozen
Ice Cutter
Worker
+1 Glory
Melted
Ice Yard
Worker
+1 Glory/turn
×4
Frozen
Snow Shovel
Tool
+2 Crowns
Melted
Foundations
Storage
+1 Ice House slot
×3
Frozen
Apprentice
Worker
+1 Crown
Melted
Foreman's Eye
Worker
Draw +1 (permanent). +1 Crown/turn.
×1
Base Market — Tier 1 (Cost 2)
4 copies (2P), 5 copies (3P), 6 copies (4P) of each
2
Frozen
Ledari
Worker
+1 Crown. Draw +1 this turn.
Melted
Ledari
Worker
Draw +1 (permanent).
×6
2
Frozen
Pike Pole
Tool
+2 Crowns.
Melted
Pike Pole
Tool
+1 Crown per melted Trade Route you own.
×6
2
Frozen
Ice Saw
Tool
+1 Crown. +1 Glory.
Melted
Ice Saw / Sawmill
Tool
+1 Glory each time you play a Worker.
×6
2
Frozen
Channel Marker
Tool
+1 Crown. Peek top 2 cards of deck, rearrange in any order.
Melted
Channel Marker
Tool
Start of turn: peek at top card, keep or move to bottom.
×6
Base Market — Tier 2 (Cost 3)
3 copies (2P), 4 copies (3P), 5 copies (4P) of each
3
Frozen
Breaking Bar
Worker
+2 Crowns. +1 Glory if 3+ cards in hand after playing.
Melted
Breaking Bar
Worker
+1 Crown/turn. +1 Glory/turn.
×5
3
Frozen
Horse-Drawn Sled
Tool
+2 Crowns.
Melted
Horse-Drawn Sled
Tool
+2 Crowns/turn.
×5
3
Frozen
Ice Tongs
Tool
+1 Crown. Melt +1 this turn.
Melted
Ice Tongs
Tool
Melt Limit becomes 3 (permanent).
×5
3
Frozen
Sawdust Bag
Storage
+1 Crown. +1 Glory. Shed 1 free. Draw 1 Contract.
Melted
Sawdust Bag
Storage
Once per turn when you melt: +1 Glory. Draw 1 Contract per card melted.
×5
3
Frozen
Small Ice House
Storage
+1 Crown. When melted: +2 slots.
Melted
Small Ice House
Storage
+2 Ice House slots. Melted cards protected from Warm Winter / Ice Famine.
×5
Base Market — Tier 3 (Cost 4)
3 copies (2P), 4 copies (3P), 5 copies (4P) of each
4
Frozen
Wyeth's Plow
Tool
+2 Crowns. Buy 2 cards this turn (instead of 1).
Melted
Wyeth's Plow
Tool
All Market cards cost 1 less (min 1).
×5
4
Frozen
Ice Elevator
Tool
+1 Crown. Trash 1 card from discard pile.
Melted
Ice Elevator
Tool
Once/turn: return a melted card to discard (Frozen side up). Frees a slot.
×5
4
Frozen
Horse Team
Worker
+3 Crowns.
Melted
Horse Team
Worker
+3 Crowns/turn.
×5
4
Frozen
Brewery Contract
Trade Route
+1 Crown. +2 Glory.
Melted
Brewery Contract
Trade Route
+2 Glory/turn.
×5
Base Market — Tier 4 (Cost 5–6)
2 copies (2P), 3 copies (3P), 3 copies (4P) of each
5
Frozen
Norway–London Route
Trade Route
+2 Glory. +1 Glory per card in your Ice House.
Melted
Norway–London Route
Trade Route
+1 Glory/turn per other melted Trade Route.
×3
6
Frozen
Tudor's Fleet
Wild
+2 Glory. Melt all Farmhands from hand+discard immediately (counts toward Melt Limit).
Melted
Tudor's Fleet
Wild
Once per turn when you melt a card: +1 Glory.
×3
6
Frozen
Sawdust Insulation
Storage
+2 Crowns. Melt +2 additional this turn.
Melted
Sawdust Insulation
Storage
+3 Ice House slots. All passives produce +1 extra primary output (does not stack with Yakhchal).
×3
5
Frozen
Knickerbocker Co.
Trade Route
+3 Crowns. +2 Glory.
Melted
Knickerbocker Co.
Trade Route
+2 Crowns/turn. +1 Glory/turn.
×3
Base Market — Legendary (Cost 7–8)
1 copy (2P), 2 copies (3–4P) of each
8
Frozen
Tudor's Empire
Wild
+3 Glory. Melt up to 4 cards this turn.
Melted
Tudor's Empire
Wild
+2 Glory/turn. Melt Limit becomes 4 (permanent).
×2
7
Frozen
Yakhchal
Storage
+5 Glory.
Melted
Yakhchal
Storage
Unlimited Ice House slots. All passives produce +1 extra primary output (does not stack with Sawdust Insulation).
×2
Draw Bonus Cards (Permanent)
Always available. 2 copies (2P), 3 copies (3P), 5 copies (4P) of each.
2
Frozen
Ice Plow
Tool
+2 Crowns.
Melted
Ice Plow
Tool
Draw +1 (permanent).
×5
3
Frozen
Calked Horseshoes
Tool
+1 Crown. Draw +1 this turn only.
Melted
Calked Horseshoes
Tool
Draw +1 (permanent).
×5
4
Frozen
Ice Chisel
Tool
+1 Crown. +1 Glory. Draw +1 this turn only.
Melted
Ice Chisel
Tool
Draw +1 (permanent). +1 Glory/turn.
×5
5
Frozen
Branike Ledarny
Wild
+2 Crowns. +2 Glory. Draw +2 this turn only.
Melted
Branike Ledarny
Wild
Draw +2 (permanent). +3 Ice House slots.
×5
5
Frozen
Master Surveyor
Worker
+2 Crowns. +1 Glory. Draw +1 this turn only.
Melted
Master Surveyor
Worker
Draw +2 (permanent).
×5
7
Frozen
Wenham Lake Ice
Trade Route
+3 Glory. Draw +2 this turn. Opponents -1 Glory.
Melted
Wenham Lake Ice
Trade Route
Draw +1 (permanent). +1 Glory/turn. Melted Trade Routes +1 Glory.
×5
Era I Ancient (1750–500 BCE)
2 copies (2P), 3 copies (3–4P) of each. These cards appear/vanish with Chronicles.
Era I
2
Frozen
Ice Administrator
Worker
+1 Crown. Sort top 2 of deck in any order.
Melted
Ice Administrator
Worker
Draw +1 (permanent). +1 Crown/turn.
×3
Era I
3
Frozen
Sarooj Mortar
Storage
+2 Crowns. +3 Glory when melted.
Melted
Sarooj Mortar
Storage
+2 Ice House slots. Storage cards protected from opponents' effects.
×3
Era I
2
Frozen
Seokbinggo
Storage
+1 Crown. +1 Glory. +1 slot when melted.
Melted
Seokbinggo
Storage
+1 Ice House slot. +1 Glory/turn. +1 Glory per Storage melt.
×3
Era I
4
Frozen
Radiative Cooling
Wild
+2 Crowns. +2 Glory. Melt +1 this turn.
Melted
Radiative Cooling
Wild
Melt Limit +1. +1 Glory/turn.
×3
Era II Medieval (1191–1565)
2 copies (2P), 3 copies (3–4P) of each.
Era II
2
Frozen
Karci
Worker
+1 Crown. +1 Glory. Give 1 card to another player for +2 Crowns, draw 2 Contracts.
Melted
Karci
Worker
+1 Crown/turn. +1 Glory/turn. +1 Contract/turn. +1 Crown when others buy.
×3
Era II
3
Frozen
Sherbet Road
Trade Route
+1 Crown. +2 Glory. +1 Glory if 2+ different types played.
Melted
Sherbet Road
Trade Route
+1 Glory/turn per different type in Ice House (max 4).
×3
Era II
4
Frozen
Pozos de Nieve
Storage
+1 Crown. +3 Glory. +2 slots when melted.
Melted
Pozos de Nieve
Storage
+2 Ice House slots. +1 Glory/turn per melted Storage.
×3
Era II
3
Frozen
Ixhte Fibre
Tool
+1 Crown. +1 Glory. Name a type, peek at any player's hand.
Melted
Ixhte Fibre
Tool
+1 Crown/turn. +1 Glory when you play a Storage card.
×3
Era III Age of Trade (1740–1833)
2 copies (2P), 3 copies (3–4P) of each.
Era III
3
Frozen
Tudor's Sawdust
Tool
+2 Crowns. Shuffle 1 card from discard into deck.
Melted
Tudor's Sawdust
Tool
+2 Crowns/turn. Melted cards protected from Events.
×3
Era III
2
Frozen
Fresh Pond Rights
Wild
+2 Crowns. +2 Glory if you have fewest cards in deck.
Melted
Fresh Pond Rights
Wild
+1 Crown/turn. +1 Glory/turn. Counts as any type (1 type for counting).
×3
Era III
5
Frozen
Opium Clipper
Trade Route
+3 Crowns. +2 Glory. Buy +1 card this turn.
Melted
Opium Clipper
Trade Route
+2 Crowns/turn. +1 Glory/turn. Melted Routes produce +1 Crown.
×3
Era III
2
Frozen
Ice Girl
Worker
+2 Crowns. +1 Glory if 2+ Workers played this turn.
Melted
Ice Girl
Worker
+2 Crowns/turn. +1 Glory per Worker you melt.
×3
Era IV Industrial (1857–1900)
2 copies (2P), 3 copies (3–4P) of each.
Era IV
3
Frozen
Norwegian Fjord Ice
Trade Route
+2 Crowns. +1 Glory. +2 Crowns if you have melted Storage.
Melted
Norwegian Fjord Ice
Trade Route
+1 Crown per melted Storage. +1 Glory/turn.
×3
Era IV
4
Frozen
Conveyor Belt
Tool
+2 Crowns. Trash up to 2 from discard. Draw 1 Contract each.
Melted
Conveyor Belt
Tool
+2 Crowns/turn. Once/turn: melt from discard (counts toward Melt Limit). Draw 1 Contract per melt.
×3
Era IV
3
Frozen
Soda Fountain Trust
Trade Route
+1 Glory. +1 Crown per melted Route + per melted Tool.
Melted
Soda Fountain Trust
Trade Route
+1 Crown per melted Tool. +1 Glory per melted Route.
×3
Era IV
5
Frozen
Morse's Monopoly
Wild
+3 Crowns. Opponents -1 Glory. Steal 1 card from discard (target may return 2 Contracts to prevent).
Melted
Morse's Monopoly
Wild
+2 Crowns/turn. +2 Glory/turn. Counts as Route.
×3
Era V Twilight (1943–1987)
2 copies (2P), 3 copies (3–4P) of each.
Era V
3
Frozen
Pykrete Formula
Tool
+1 Crown. +1 Glory. +3 Glory if Storage also played.
Melted
Pykrete Formula
Tool
+1 Glory/turn. Cards can't be demolished. Storage passives +1 Glory.
×3
Era V
4
Frozen
Last Ledar
Worker
+2 Crowns. +1 Glory. Melt 2 from discard (counts toward Melt Limit).
Melted
Last Ledar
Worker
+2 Glory/turn. Once/turn: melt from discard (counts toward Melt Limit).
×3
Era V
5
Frozen
Baltazar Ushca
Wild
+3 Glory. Melt up to 4 from hand. Draw 1 Contract each.
Melted
Baltazar Ushca
Wild
+3 Glory/turn. Unlimited slots. Contract-to-Glory 3:1.
×3
Era V
0
Frozen
Linde's Machine
Event
Trash up to 3 cards. +1 Crown each. Returns to Market.
Melted
Event
Cannot be melted. Returns to Market after played.
×3
Event Cards (Always Available)
3 copies (2P), 4 copies (3–4P) of each. Cannot be melted.
0
Frozen
Warm Winter
Event
All opponents lose 2 Glory, min 0 (1 Glory at 2 players). Draw 2 Contracts. Returns to Market.
Melted
Event
Cannot be melted. Returns to Market after played.
×4
0
Frozen
Saltpetre Experiment
Event
Trash any 1 card from your hand or discard pile. Returns to Market.
Melted
Event
Cannot be melted. Returns to Market after played.
×4
Chronicle Cards (12 Unique)
1 copy each. Reveal at start of round. Shuffled into a face-down deck.
Era I
Chronicle
I: King Zimri-Lim's Ice House
1 Round. Ancient Foundations. All players: Melt Limit +1. First to melt gains +2 Glory.
c. 1750 BCE — Mesopotamia
Era I
Chronicle
II: The Yakhchal & Radiative Cooling
1 Round. Ice From Nothing. Each player gains 1 free Market card (cost 3 or less). +2 Glory for melting Storage.
c. 500 BCE — Persia
Era II
Chronicle
III: Saladin's Gift to Richard
1 Round. The Enemy's Kindness. Choose a rival. Give 1 card from hand to rival: both gain +3 Glory. If not, both gain nothing.
1191 — The Third Crusade
Era II
Chronicle
IV: Buontalenti's Banquet
1 Round. A Delicious Invention. Play 3+ different types in a turn: +2 Glory. Wild cards +1 extra.
1565 — Florence
Chronicle Cards (continued)
1 copy each.
Era III
Chronicle
V: Ice Palace of St. Petersburg
1 Round. The Grand Spectacle. +5 Glory for most melts (must melt at least 1; tied: +3 each). No Market buying (Events OK).
1740 — Russia
Era III
Chronicle
VI: Tudor's First Shipment
Permanent. A New Industry. First time each player buys Tier 3+: +2 Glory. First to 10 Glory: +3 bonus.
1806 — Boston to Martinique
Era III
Chronicle
VII: Ice to Calcutta
2 Rounds. The Long Voyage. Set aside up to 3 cards face-down. Next round return them, discard 1, gain +2 Glory per returned card.
1833 — 100 of 180 tons survive
Era IV
Chronicle
VIII: Carlo Gatti's Ice Wells
1 Round. Deep Storage. All: Melt Limit +1. Cards melted this round produce double passive output for 1 turn.
1857 — London
Chronicle Cards (continued)
1 copy each.
Era IV
Chronicle
IX: The Great Ice Famine
1 Round. The Thaw. Each player chooses: lose 3 Glory (min 0) OR demolish 1 melted card. No melted cards: must lose 3 Glory.
1889–90 — Hudson Valley
Era IV
Chronicle
X: The Wisconsin Ice Wars
1 Round. Sabotage! After Play, name a card type targeting a rival. They reveal hand; if they hold that type, discard 1.
1900–01
Era V
Chronicle
XI: Project Habakkuk
1 Round. Pykrete Protocol. Play Tool AND Storage: +4 Glory. Have both types melted at end: +2 Glory.
1943 — WWII
Era V
Chronicle
XII: The Last Block
Permanent. The End of an Era. No buying Tier 1 cards (cost 2) for rest of game. Every time you melt: +1 Glory.
1987 — Pilsen
Reference Cards
Print 1 per player. Quick rules summary for the table.
Turn Order
1. Collect → 2. Draw (5 cards) → 3. Play → 4. Buy (1 card) → 5. Melt (up to 2) → 6. Cleanup
Collect: Gain from melted passives.
Draw: 5 cards (+ Draw Bonus, max +3).
Play: Any/all from hand. Crowns are temp.
Buy: 1 from Market (2 with Wyeth's Plow). -1 cost for 2 Contracts.
Melt: Up to 2 from hand. +1 Contract each. Place Melted side up in Ice House.
Cleanup: Discard hand. Lose unspent Crowns.
Spending Contracts
4 Contracts: +1 Glory (repeatable)
3 Contracts: Melt +1 this turn (once)
3 Contracts: Draw +1 this turn (once)
2 Contracts: -1 cost on next buy (once)
4 Contracts: Protected from Glory loss until next turn (once)
Follow (3-4P): Discard 1 card from hand when another player plays a card. Gain +1 Contract. Once per card played. No Follow at 2P.
Thaw Bonus (3-4P): Lowest Glory player gains +1 Crown and Draw +1.
Glory Target: 20 (2P) / 22 (3P) / 25 (4P).
Ice House Rules
Starts with 5 slots. Expand with melted cards.
Slot expanders: Snow Shovel/Foundations (+1), Small Ice House (+2), Sawdust Insulation (+3), Branike Ledarny (+3), Yakhchal (unlimited), Baltazar Ushca (unlimited).
Demolish: Remove a melted card from game to free a slot. You choose which. Losing a slot-expander shrinks capacity — demolish more until legal.
Ice Elevator: Return a melted card to discard (Frozen side) to free a slot and recycle a card.
Key Limits
Melt Limit: Base 2. Ice Tongs (3). Tudor's Empire (4). Radiative Cooling (+1). Spend 3 Contracts (+1). Chronicles may add.
Draw Bonus: Max +3. Draw 5+N, keep 5, rest to bottom of deck in any order.
Buy Limit: 1 per turn. Wyeth's Plow: 2. Opium Clipper: +1.
Per-Melt Effects: +1 Contract per card melted (uncapped). Glory from per-melt effects: once per turn only.
Wild Cards: Count as all types for triggering passives, 1 type for counting different types.